Board game

ABSTRACT

Board game for two or more players comprising: a board with a circuit ( 7 ) made up of a series of squares, at least one counter identifying each of the players, a device producing random numbers, and achieved target counters each of which indicates a target that the player in possession of the achieved target counter will have performed satisfactorily, where the achieved target counters are at least two different types, each type indicating a different target. The game also includes target series cards, indicating a set of targets that the player in possession of one of the target series cards must perform.

DESCRIPTION

[0001] 1. Field of the Invention

[0002] The invention relates to a board game for two or more players consisting of a board comprising a circuit made up of a series of squares, counters identifying each of the players, a device producing random numbers, such as for example a dice, and achieved target counters, each of which indicates a target that the player in possession of the achieved target counter will have performed satisfactorily. There are at least two different types of achieved target counters, indicating at least two different targets.

[0003] 2. State of the art

[0004] A game is known that consists in moving a counter around a circuit made up of different coloured squares and in answering different kinds of questions, in function of the colour of the square that has been landed on, it being necessary to answer one question of each type to win the game.

[0005] However, this game is known already. Moreover, in this game each player plays on an individual basis, with little interaction between the various players. On the other hand, the targets are always achieved by means of questions and answers, which can make the game repetitive.

SUMMARY OF THE INVENTION

[0006] The objective of the invention is a new board game. This aim is achieved by means of a board game of the type indicated at the beginning characterised in that it includes, furthermore, target series cards which indicate a set of targets that the player in possession of one of said target series cards must achieve. These target series cards differ from one another (at least some of them) so that the players can have different targets.

[0007] Preferably the target series cards all have the same number of targets, but the type of target to be achieved varies. In this way it is easier to make it equally difficult for all players to win the game since they all have to achieve the same number of targets.

[0008] Preferably, each player has three identifying counters.

[0009] Advantageously the circuit has at least two intersections, for example, forming a circuit similar to a figure “8”. This type of circuit is compatible with another additional advantage whereby the board is divided into two parts: a first part comprising a first circuit part and a second part comprising a second circuit part so that both circuit parts arranged next to one another define the circuit, while the first part of the circuit, on its own, defines a reduced circuit. In fact, let us imagine a circuit having an approximate circumference, or square shape. This circuit could be represented in the first part of the board and would form the first circuit part, in other words, the reduced circuit. If we now imagine that in the second part of the board, there is an arch shape circuit section, drawn in such a way that by joining together the two parts of the board the arch engages on to the reduced circuit, forming a derivation in the reduced circuit, with two points of intersection. The complete circuit would have an approximate figure “8” shape, whereas the reduced circuit would, as already mentioned above, have a circumferential, square or similar shape. In this way it is possible to provide a longer circuit, which is more convenient when many players are playing and, a shorter circuit which makes the game more amiable when there are few players.

[0010] Preferably the first and the second part of the board are joined together by a resilient connection, for example made from material, acting as a hinge. The totally extended board will display the complete circuit whereas if the board is folded around the hinge thereof the visible part, which will be the first part, will display the reduced circuit.

[0011] Another advantageous embodiment of the board game consists moreover in providing credit counters.

BRIEF DESCRIPTION OF THE DRAWINGS

[0012] Other advantages and features of the invention can be appreciated from the following non-limiting description, relating to a preferable embodiment of the invention, with reference to the accompanying drawings, in which:

[0013]FIG. 1, a board set made up of a first part and a second part.

DETAILED DESCRIPTION OF EMBODIMENTS OF THE INVENTION

[0014]FIG. 1 shows a board according to the invention. It is made up of a first part 1 and a second part 3 joined by a hinge 5 arranged along the discontinuous dotted line. When the two parts 1 and 3 are extended a circuit 7 is obtained having a square figure “8” shape with two bifurcated squares. If second part 3 is folded around hinge 5 so that it lies underneath first part 1, there remains a square-shaped reduced circuit 7.

[0015] Circuit 7 is made up of a series of squares. The squares are grouped in various families, for example differentiated from one another by colours and/or by some characteristic symbol, so that each family of squares refers to a specific action during the game. In the board of FIG. 1, in particular, there are sixty nine squares making up circuit 7, which are:

[0016] seven blue squares with a V/F anagram (“True” or “False”, as translated from Spanish original text “Verdadero” o “False”)

[0017] seven red squares with an anagram of a dice

[0018] seven yellow squares with an anagram of a pencil

[0019] seven lilac squares with an anagram of a lamp and stripes

[0020] seven black squares with an anagram of a skull

[0021] seven white squares with an anagram of an arrow

[0022] seven orange squares with an anagram of a hand and stripes

[0023] seven pink squares with an anagram of a heart

[0024] seven green squares with an anagram of a world map

[0025] In addition there are six exit squares, one for each player, which are larger in size and striped. The exit squares are, at the same time, one of the previous types of squares (blue, red, yellow, orange, pink and green) and they have the corresponding anagram. Finally there are six box squares, also one for each player, with each one backing onto the corresponding exit square. These box squares do not form part of circuit 7 proper, instead they are a place where each player can deposit the identifying counters that are not on circuit 7.

[0026] The game also includes question cards, where each card has:

[0027] a text in yellow indicating what must be drawn by the player who has landed on a yellow square.

[0028] a question in green on a geography subject, together with the correct answer

[0029] a question in pink on famous people, together with the correct answer

[0030] a question in blue, worded so that it can be answered by “true” or “false”, together with the correct answer.

[0031] The game also includes target series cards. Each target series card indicates the targets that the player in possession of the target series card must achieve. So, for example, a target series card can indicate that the targets are: two yellow, no green, two pink, four orange, one blue and one red. Preferably all the target series cards have the same number of targets, for example 10, although there are differences regarding the type of targets that must be achieved. Each player receives a target series card, which he keeps hidden, so that each player knows his own targets but does not know the targets of the other players.

[0032] Each player receives three identifying counters, one of which is a cup.

[0033] The game also includes a series of achieved target counters in each of the colours of the various targets, so that an achieved target counter can be awarded each time a player achieves a target.

[0034] There follows a description of some examples of games that can be played with a board game according to the invention.

EXAMPLE 1

[0035] Each player receives the three identifying counters (the two “normal” counters and the cup) and a target series card indicating ten targets that must be achieved by the player. The player must achieve the ten targets indicated on his target series card in order to win the game. Every time a player achieves one of the targets, he will be awarded an achieved target counter. Preferably, the achieved target counters are different according to the type of target that has been achieved, for example they can be in different colours. In the case of the board shown in FIG. 1, the achieved target counters can be yellow, green, pink, orange, blue and red coloured counters. Upon achieving all the targets, the player must go completely around the board in order to win the game.

[0036] It is possible to play individually or in teams of two people, with a maximum of six players or teams.

[0037] Each player takes his turn in throwing the dice and moving his counter (or one of his counters) the number of squares indicated on the dice in one single direction. The counters that have not started the game remain in the corresponding box square. Once the counter has been moved, it will be in one of the following squares:

[0038] Yellow square: the player will take a card and will draw what this card indicates. The remaining players or team mates if playing in teams must guess what he is drawing. They have two chances to do this. If they guess correctly a yellow coloured achieved target counter is awarded to both players (the one doing the drawing and the one who has made the correct guess).

[0039] Red square: the player must chose between “even” or “odd” and will throw the dice. If the result matches what he has chosen, he will receive a red coloured target achieved counter.

[0040] Green square: another one of the players will take a card and will ask the player who has landed on the green square the green question, corresponding to geography subjects. He will be awarded a green coloured achieved target counter if he answers correctly.

[0041] Pink square: another one of the players will take a card and will ask the player who has landed on the pink square the pink question, corresponding to famous people. He will be awarded a pink coloured achieved target counter if he answers correctly.

[0042] Blue square: another one of the players will take a card and will ask the player who has landed on the blue square the blue question, which will be a question that will be answered with “true” or “false”. He will be awarded a blue coloured achieved target counter if he answers correctly.

[0043] Orange square: when a player lands on an orange square, he is automatically awarded an orange coloured achieved target counter. These squares are also valid as “safe squares”, and the player landing on them cannot be eliminated by his opponents.

[0044] Lilac square: when a player lands on a lilac square he is awarded any colour achieved target counter he wishes. These squares are also “safe squares” and, moreover, the player has the right to re-join the game.

[0045] Black square: when a player lands on a black square he must give back any colour achieved target counter he wishes.

[0046] White square: white squares are passing-through squares, with no particular function.

[0047] Exit square: every time a player lands on an exit square, the exit square is like a “normal” square, in other words, the red exit square is like a red square, the green exit square is like a green square, etc. The player must perform the corresponding test in order to achieve the target. Exit squares are also a “safe square”.

[0048] So that a player can introduce a second identifying counter on to the game board, he must first give back an achieved target counter, as “payment” for the right to introduce the second identifying counter on to the game board.

[0049] When a player lands on a square that is occupied by another player, if this square is not a “safe square”, the player who was on the square first is eliminated, and has to put the eliminated identifying counter back in his box square. Moreover the eliminated player must give two achieved target counters to the other player, in any colour the other player wishes. Then the player who has just reached the square will perform the target corresponding to this square as if it were a normal turn.

[0050] Generally the cards will be read by the player prior to the one whose turn it is, except in the case of the yellow cards, which will be read by the player himself or by one of his team mates.

[0051] When a player who is eliminated by another does not have achieved target counters, he is not required to give back an achieved target counter in order to withdraw his counter, instead he can withdraw it directly.

[0052] When a player has collected all the achieved target counters required on his target series card, he must go with the achieved target counters to his exit Box, and then he must go completely around the board with the identifying counter in the shape of a cup. During this turn around the board the player must not answer any question or perform any test, except in the black or lilac squares where he will give or receive the relevant achieved target counters. However, during this turn around the board he can eliminate an opposing player, collecting the set two achieved target counters, and he can be eliminated by the remaining players, having to pay the two achieved target counters required of him. In this latter case the player must return to his Box in order to continue the normal game.

[0053] Once the player with all the achieved target counters has gone around the board the last time, he has won the game.

EXAMPLE 2

[0054] One variant of the game above is obtained by playing according to the same rules as in Example 1, but the player is not required to perform any test or answer any question in order to collect the achieved target counters. It is enough to land on the corresponding colour square in order to receive the achieved target counter in said colour.

EXAMPLE 3

[0055] Another variant of the game, based on the rules of Example 2, is obtained by giving each player credit counters or money counters. When a player is eliminated, apart from paying the two achieved target counters he will pay two credits to the player who has eliminated him. When a player lands on a black square he will pay a credit to a common fund for the winner of the game.

[0056] When a player wins the game, he will collect all the credits from the common fund and two credits from each player. In addition, each of the other players will pay the winner as many credits as he has targets left to achieve to complete his target series card. For example, if a player has managed to achieve six targets on his target series card, he must pay the winner four credit counters (10-6). 

1. Board game for at least two players comprising: [a] a board with a circuit (7) made up of a series of squares, [b] at least one counter identifying each of said players, [c] a device providing random numbers, and [d] achieved target counters each of which indicates a target that the player in possession of said achieved target counter will have performed satisfactorily, where said achieved target counters are at least two different types, each type indicating a different target, characterised in that it comprises, furthermore, [e] target series cards, indicating a set of targets that the player in possession of one of said target series cards must perform.
 2. Board game according to claim 1, characterised in that said target series cards all have the same number of targets, but the type of targets to be achieved varies.
 3. Board game according to claim 1, characterised in that it has three identifying counters for each of said players.
 4. Board game according to claim 1, characterised in that said circuit (7) has at least two intersections.
 5. Board game according to claim 1, characterised in that said board is divided into two parts, a first part (1) comprising a first part of said circuit (7) and a second part (3) comprising a second part of said circuit (7), so that both parts of circuit (7), arranged next to one another, define said circuit (7) while said first part of said circuit (7), on its own, defines a reduced circuit (7).
 6. Board game according to claim 5, characterised in that said first part (1) and said second part (3) are joined together by a resilient connection acting as a hinge (5).
 7. Board game according to claim 1, characterised in that it also includes credit counters. 